If you’ve been reading my posts in this thread, I’d like you to point out where I said WoW is a bad MMO. Particularly as I spent a few pages arguing that its popularity and the great design go hand in hand. I have, however, stated that I think it’s reaching the end of its life. Nor do I think it is “perfect”.
WoW at launch - years and years ago - was head and shoulders a better experience for the new player than anything on the market. That remains true for nearly every MMO that’s been released since then, and while that says something about Blizzard’s quality it’s also an indictment on the teams who developed WoW’s competitors.
Take WAR, for example. I beta tested this game. We gave extensive feedback on what we were allowed to test. WAR is at heart a PVP (RVR) game, set in the hugely popular Warhammer world. It had a rabid fanbase ready and willing to give it a chance because of that and because of the link with DAOC. Yet it launched as a horrendously buggy mess, with piss-poor PVE, and with a chronic and specific problem - the utter grind at Tier 3 that saw pretty much everyone hit a brick wall in their progress. Class balance was a mess. Animation quality was all over the shop, as was engine performance. Open world RVR rewarded not actually fighting and instead playing capture tag across the map. The whole raison d’etre of the game became its #1 problem.
And yet we all wanted it to succeed. Why? Because it had great ideas. It just implemented most of them so badly.
Take Age of Conan. This game was stunning. It also had something new - an early introduction (the first 20 levels) which alternated between “MMO” and story-driven single-player. Those first 20 levels were hugely impressive the first time you played it. It also had a new and interesting take on melee combat, featuring multi-key combos and the requirement of actually hitting your enemy rather than just pressing ‘2’. This game had such promise. Then you got out of Tortage and discovered the rest of the game was mostly populated by random patrolling mobs, a lack of quests, and some very poorly tuned instances.
And unfortunately, just like WAR, the selling points turned out to be negatives. That innovative melee system was a detriment in PVP [I have no idea if they fixed this] as players could easily avoid the combos. Tortage was great the first time round, but having to do it all again for every character was quickly tedious. The game was buggy, unfinished, and a lot of people saw it as an outright con. Yet it had some great ideas. Just poorly implemented.
Criticising these games is not holding them up to an impossible standard, Rick. They are not great games. There’s fun to be had in them, for sure, but there’s also an awful lot of problems, be they technical, visual, or design. And once an MMO loses that playerbase, it’s very very hard for it to regain it.
I keep referring to RIFT. I have not been impressed by an MMO so much since WoW. RIFT launched as a mostly bug-free WoW clone that did several things much better than WoW. It came with a modern UI, with a complex and interesting class system, and an innovative dynamic events system (the Rifts themselves) that made the typical MMO experience into something genuinely entertaining even for someone who’s completed an uncountable number of quests. Was it perfect? No. My complaint is that ultimately they stuck too close to the WoW paradigm and as I understand it the endgame is pretty much WoW except without as much content. However, they should still be held up as an example of the standard a modern MMO should hit on release, and I hope this stays a successful game.